=H
ANS
ia
SEZ
¥
I
a Ag
be
|
k
a3
@ |
y
LES
eo
iit | |
LiL TL) eg
Macho Women with Guns | « | |
The Second Edition... a
Published by: Blacksburg Tactical Research Center
1925 Airy Circle
Richmond, VA. 23233
First edition, August 1988
‘Second edition, May 1989 1.2.3.4 5 6 7 8 9 10 (whatdo these mean, anyway?)
Credits - Certain individuals may be responsible for this game, but will probably deny it if asked. They include Greg Porter,
‘who might have designed it, and Darrell Midgette, who might be responsible for the artwork. Copyright 1988 by Greg Porter,
but since when has any government agency admitted responsibilty for anything? Monster Chow!" might be a trademark
belonging to Pi Omicron Delta (POD), the Bthulhu fraternity, and cannot be used without Bthulhu’s written permission,
‘Actually, you can, but he would get very angry, and you don't want that, do you?Macho Women with Guns
Introduction - The pages of history and adventure
are filled with tales of heroic women who manage to be both
beautiful and deadly competent at the same time, like Red
Sonja, Heinlein’s Friday and Charlie's Angels. And
unfortunately, they have been getting short shrift in RPG's
All the heroes are men, and all the pictures are big hulking
brutes with swords and sabers and RPG-7's and Minuteman
missiles strapped to their backs. Well, it’s time someone
made a change, and this game is going to make up for all the
neglect of history in one volume. So, you're going to see lots
of macho women with guns. What? You thought this was a
serious game? Well, don’t expect to get your money back.
Disclaimer - Hopefully MWWG will amuse, offend
‘and chastise an equal number of people. Of course, this
means at least 3 copies have to be sold, but that's another
matter. While a playable game, it is intended more as satire
and humor. So, if you don’t like it, too bad! Nyahhh!
Character Generation - In MWWG, all players will
take the part of..never mind.
Character Points - All characters start with 70
character points. These are used to buy attributes and skills,
and may be split between the two in way way desired. This
total may be increased by taking on character disadvantages
(Keep going, you'll find the section eventually).
Attributes - All characters will have 5 Attributes,
Strength, Dexterity, Looks, Macho and Health. These are
on a 3d6 scale, and their cost is as follows.
Attribute Level Cost HTH damage Level
8 5 0 Subnormal
9 2 0
10 +0 1 About average
uw 2 1
2 5 1 Getting better
B +10 2
4 4s 2 Real good
is 420 2
16 430 3 Hero material
7 +80. 3
450 3 Godlike
19+ +10 per 4 Goddess-like
Strength - A measure of the brute physical force
you can deal out. The maximum load you can lift is equal to
your Strength times 10 pounds. Most pieces of equipment
will be rated in Encumbrance points, or Enc, and 1 Enc is 10
Pounds. The maximum speed you can run is affected by how
much you carry. Up to 1/4 your Strength (round down) in
Enc is no penalty. Each point of Enc after that is a -1 to
your running speed. Your HTH damage is how much
bruising you can deal out with your fists. Kicks do HTH
damage using a Strength of two points higher. Using some
sort of weapon may increase this damage, or make it lethal
instead of bruising.
1
Dexterity - How naturally coordinated you are.
Most skills are based on Dexterity rolls. Intrigue and
technical skills aren't really needed in MWWG, so there
aren't any IQ based skills. If you absolutely insist on trying
to play this seriously, base them on Macho.
‘A character’s maximum running speed is based on
Dexterity. Movement is based on 1 yard hexes, and the
‘maximum number of hexes you can move in a one-second
turn is equal to your Dexterity.
Macho - This is how commanding a presence you
have, and how likely you are to cringe when the icky, nasty,
slimy monsters start crawling out of the woodwork at you,
Effective Macho can be increased by a high Looks when
used against certain lower life forms (i.e. men).
Looks - Your physical attractiveness to any race, sex
or species that could possibly be affected by it. Useful
persuasion tool vs. certain forms of life.
Health - How much punishment you can take
before expiring in a macho pile and becoming Monster
Chow. Damage taken is subtracted from Health. If a
character's Health goes to zero because of lethal attacks,
they are dead. If it goes to zero because of non-lethal
attacks, they are unconscious. If the total of lethal and
nonlethal damage drops the character to zero, they are
unconscious, but not dead until the lethal damage alone
would kill the character. Non-lethal damage is recovered at
1 point in a number of hours equal to the remaining damage
con the character. Lethal damage is recovered in a similar
number of days
Example - Three points of non-lethal damage would
recover one point in three hours, leaving two points. A
point of this would be recovered in two hours, and last point
‘would be recovered in another hour, for a total of six hours,Macho Women with Guns
Skills - All characters need skills in order to survive.
‘A skill is a bonus to a roll on a given Attribute, and is listed
as a modifier to the skill, like +1, +2, etc. This amount is
‘added to the skill, and compared to a roll of 346, referred to
‘as a skill roll (clever, isn’t it?). If the roll is less than or equal
to the total, the use of the skill is successful. If not, it fails.
Skills cost the following amounts.
Skill level Cost Level
+0 3 So-so
4 5S OK
2 10 Notbad
8 15 Pretty good
“4 20 Expert
+5 30 Fantastic
+6andup +10 per
Trying to use a skill that you have not bought at
Teast a +0 level in means use the appropriate attribute, but
take a-3 to all use of the skill. The basic skill list follows.
Fae eae
CnBe:
im
2
Shoot little guns(Dex-based) - Like "Shoot big
‘guns, but for little guns.
Throw things(Dex-based) - This skill lets you throw
objects in combat, like knives, grenades, satchel charges and
small children.
Hit things(Dex-based) - This is the ability to swing
your fists and feet to cause serious injury to anything that
hhappens to be in the way.
Hit things with other things(Dex-based) - This is
the skill used if you want to use a sword, knife, two-by-four
or baseball bat to hit something with.
Cayort about(Dex-based) - This skill will increase
your effective Dexterity for purposes of dodging attacks, but
half (round up) of your effective Dexterity is also a reduction
to your chance to hit on any turn that you dodge, so be
careful
Run in high heels(Dex-based) - Wearing high heels
is an automatic +2 to Looks, but any attempt to move at
more than 2 hexes per turn requires a Dexterity rol. This
skill is an addition to Dexterity for this purpose. Modifiers
to skill use are below.
Moving more than 5 hexes a
Moving more than 10 hexes 2
Poor terrain (gratings, ete.) 3
Shoot big guns(Dex-based) - This skill is the ability
to accurately fire big guns, and to look good while carrying
them.
Seduce creature(Looks-based) - A successful use of
this skill will allow one favor from any susceptible creature,
the magnitude of which depends on how much the roll is
made by.
Roll made by Favor
zero Very small
12 ‘Small
34 Medium
56 Big
78 Really big
% Incredible
Modifiers to chance of success are as follows.Modifier Amount
Not enough time 3
Adequate time +0
More than enough time 8
No face-to-face contact (in any sense) 3
Bad soliloquy 4
This skill_may be used in combat against any
creature that is affected by Looks, with a -3 modifier for
inadequate time. The critter moves a number of hexes
further away equal to the amount the roll is made by (or
closer, if that is the desired effect). Failed rolls have
‘opposite effects.
Drive Things(Dex-based) - This skill lets you
operate any vehicle or animal that moves on the ground or
water. See Expansion #1, Renegade Nuns on Wheels.
Fly Things(Dex-based) - This skill lets you operate
any flying vehicle or creature. See Expansion #2, Bat-
‘Winged Bimbos trom Hell.
Do technical stuff(Macho-based) - This skill lets
you operate such complex technological devices as radios,
toaster ovens, supercomputers and digital watches.
Modifiers to skill use are:
Using an unfamiliar device for the first time 5
Device is easy to operate (supercomputer) 3
Device is average to operate (digital watch) +0
Device is hard to operate (toaster oven) 3
Characters may buy specific additions to this skill to
cover specialized devices like vending machines or CD
players. Failure on this skill generally results in the device
going on the fritz for the rest of the game.
3
Character advantages - Character may spend points
to buy certain advantages that may give them an edge in
play, or just seemed like a good idea at the time.
Plastic surgeon on retainer - This advantage allows
the character to subtract 1 from any Health lost due to a hit,
since they know it won't leave any marks when itis fixed up
later. This costs 10 points
Teflon skin - This advantage means that the
character never suffers any penalties to Looks because of
icky gunk that they may get into, as it all slides right off one
turn after it is applied. This does not, however, confer
immunity to any effects during the turn that the gunk is in
contact with the character. This costs 5 points.
Scriptwriter - This advantage allows the character
to re-roll any one event during combat, but must live with
the results. The decision to re-roll must be made before any
other rolls are made. This costs 5 points.
Disadvantages - To get extra character points, a
character may opt fo take on certain disadvantages.
Personal weakness - This is a failing of the character
that renders them susceptible to certain types of objects.
‘The character must make a Macho roll with a-5 in order to
confront or get within 1 hex of that object. Examples might
be icky stuff, giant slugs or cockroaches. This also applies to
anything that looks like the offending object. Choose 3
critters from the critter lis. This is worth 10 points.
Secret love - The character has a secret love for
certain things, and must make a Macho roll with a -5 in
order to attack them, regardless of circumstances. This also
applies to anything that looks remotely like the object in
question. Examples include kittens, bunnies or Patrick
‘Swayze. Choose 3 critters from the critter list. This is also
worth 10 points.
Topheavy - The character is overbalanced, and
cannot fire at targets downslope unless there is a railing or
other prop to lean on, or they make a Dexterity roll with a
A failed Dex roll means the character falls flat on
their...er..face. This is worth 5 points.
Chafing - The character is unable to wear any piece
of armor that weighs more than 1 Enc, because of delicate
skin, This is worth 10 points.Macho Women with Guns
Combat - Yes, what you've all been waiting for!
Blood-spilling, gut-wrenching, brain-splattering combat! Of
course there's combat!
Basics - Combat is split into one-second turns.
Within a turn, characters act in order of Dexterity, highest to
lowest, Characters can, however, hold their action until any
point in the turn, like if you want an opponent to act first. If
everyone waits until the very end of the turn, trying to make
someone else go first, actions are resolved in order of
Dexterity, lowest to highest. If two people would act
simultaneously, resolve as follows.
Who's on first?
Person using little gun acts
Person using big gun acts
Person using HTH attack acts
Person moving acts
Ifyou do any movement in a turn, you are counted
as moving for purposes of simultaneous action. If you
haven't gotten to act yet, you are counted as doing what you
‘were doing the previous turn.
Line of sight - If it looks like you can hit it, you can,
Take a vote if necessary. GM (or anyone with those initials)
can overrule any vote, further ties settled by mortal combat.
Movement - Characters can attack anywhere in their
front 120° arc. Moving a hex counts as moving a hex, and
changing facing by 60° also counts as moving a hex. Oh
yeah, movement cannot be saved from turn to turn, or
transferred from unit to unit. (Some companies think they
need to tell you this. If you needed to be told this, I've got
some valuable swamp coastal property I'd like to sell you.)
Stacking - No more than two entities may be in a
hex, except small critters, which have unlimited stacking with
anything except really big critters, which never share a hex
‘with anything except flying critters, which may pass through
such a hex with no hindrance, but may not end their
movement there. Is that clear?
Attacking - Attacks are resolved whenever a person
acts in a phase. In order to hit, the character must roll less
than the appropriate skill on 346. Various skills have
modifiers that apply.
Little guns Modifier,
Every two hexes of range a
Big guns
Every four hexes of range
‘Any guns
‘Taking a turn to aim 2
Each hex moved that turn a
Each 2 hexes (round up) opponent moved a
Firing from hip (adds 2 to Macho attacks) 2
Each 5 shots(d) in a burst (applies to all fire) -1
4
Hitting things Modifier
Each hex moved that turn Bt
Throwing things
Every hex of range :
All attacks
‘Target is dodging (may only move half as far) -(Dew/4)(u)
‘You are dodging (may only move half as far) -(Dex/2)(u)
Melee combat - You can hit things in your hex or
adjacent hexes. If you have a big thing to hit with, you can
hit anyone within two hexes, but such long range attacks get
a3 to your chance. Ifa hand-to-hand attack is successful,
the target may block the attack if they roll less than their
skill, using the same skill they were attacked with. Blocking
“Hit things with other things” attacks without a “thing” to
block with means the attack will be blocked by the
character's arm, which takes damage normally. Multiple
attacks may be blocked, but with a -3 to the chance for each
consecutive attack.
Multiple targets - Hand-to-hand weapons may
attack more than once per turn, but take a -3 per attack,
which also applies to any blocks the character has to tty
‘during that turn, Guns may attack a number of times equal
to their rate of fire, usually in separate bursts. The number
Of hits is equal to 1, plus the amount the roll is made by, up
to the number of shots fired at the target.Called shots - Any attack may be a called shot to a
specific location. This is a -3 to hit. If successful, the
location specified is hit, doing an extra point of damage vs
critters, or having the special effect of location for
characters. Otherwise the attack missed. Additional -3
modifiers may be taken, allowing cumulative damage
bonuses on successful called shots.
‘Another option is the "macho" called shot. Macho
called shots are identical, but the person specifies an
additional minus to the chance to hit, which has no effect on
damage. If the called shot is successful, the attack has gory
special effects of the character's choosing, and the extra
minus is reversed and used as a bonus to the character's
Macho for that turn,
Shotguns - Carnage Assault Weapons either get a
+2 to hit, or may attack each target in a single hex once per
shot fired.
Reloading - Reloading a weapon takes one turn. If
moving, a Dexterity roll is required for success. Weapons
reloaded before empty have a "round in the chamber", ic.
ne extra shot, or may fire one shot even if unable to reload
for some reason,
Bombs and stuff - Grenades have a damage of 4 for
the hex they are in, and get 1d4 separate attacks. Each hex
from the explosion site reduces the damage by 1, so the
damage goes 4,3,2,1,0, and the number of hits is 14, 143,
1d2, and of course, 11 (roll 16 and ignore all results except
1). Lumps of TNT have a damage of 4, plus 2 for every time
you double the number of lumps. This drops down like for
grenades, but TNT damage is half lethal and half bruising,
any remainder being bruising. Grenades go off after
‘everyone has finished moving on the turn they were thrown.
Bombs and TNT go off in the same part of the turn, but
have a random delay of 1d6-1 turns (quality control
problems at the fuse factory).
Flamethrowers - These have a maximum range of 10
hexes, but attack everything in any hex the line of fire passes
through (cross two hexsides). Targets that happen to be in
the line of fire are attacked separately, with an additional -3
to the hit chance. All other weapons ignore spurious targets
in the line of fir.
5
Macho Attacks - Characters in combat may attempt
to impress enemies into submission, or at least stun them
enough to let you blow them into little bits without
interference. The macho character will affect all enemies in
line of sight with the attack. Add all modifiers to Macho,
and roll 306. Half the amount (round down) the roll is
made or failed by is treated as a modifier to the Macho of
the opponents. If they fail their Macho roll, they are awed
by your machismo, and will stand stunned until they make a
ase Macho roll (roll once at beginning of each turn), or
until they take damage from an attack. Modifiers to Macho
attacks are below.
Modifier Amount
Hipfiring (fre full rate of fire) 2
Using big gun a
Using flamethrower 2
Macho called shot extra modifier
Consecutive macho attacks in one combat “3 per
Good looks(if opponent is affected) (Looks/2)(d)
Wearing head armor -3 t0 Looks
Wearing torso armor -3 to Looks
‘Wearing arm & leg armor -3 to Looks
Good soliloquy 2
Average soliloquy 0
Bad soliloquy 2
Really bad soliloquy “4
Drunken frat boys, J.Edgar Hoover, TV evangelists
‘and chauvinist swine are affected by Looks.
Example - Dee Kupp is fighting the Sexist Scum
from Altair IV. She levels her Colt CAW (Carnage Assault
Weapon) at the leader, says "Suck on this, chauvinist
swine!", and hipfires a burst at him. She has a Macho of 14.
She is hipfiring, using a big gun, and had a bad soliloquy, for
an effective Macho of 19. Since these are sexist scum, they
are affected by her Looks (a 14), making her Macho a 26.
Rolling 3d6, she gets a 12, so she made the roll by 14. All
the sexist scum in the line of sight must make a Macho roll
with a -7, or be awed by her...prowess.
Optional effect - Enemies that were counted as
moving at the instant of the macho attack and are macho'd
‘out continue moving at the same rate in a straight line until
they recover or run into something (damage of 2, with
normal effects).Macho Women with Guns
Damage - All weapons are given a damage they can
do, like 1, 2, 3, etc. The bigger the number, the greater the
damage (no kidding). When an attack strikes a character,
any armor the character has subtracts directly from the
attack. The remainder hits the innards of the character.
‘The amount of internal damage the character takes is based
(on the location hit.
Location Health lost per point
Head 146
Torso 14
Legs, arms 143
Example - A weapon with a damage of 2 hitting an
unarmored head does 2d6 of damage. Hitting the torso
does 2d4, and hitting an arm or leg does 243. Against an
armor of 1, these attacks would have done 146, 1d4 or 143,
respectively.
Usually, damage just subtracts from the Health of a
character. If you want to take things more seriously, say that
‘each point of Health lost subtracts one from the character’s
Strength and Dexterity as well.
Damage Location - When a characteris hit, roll 346
Con the following table to determine the location.
Roll Location
37 Head
8-9 Upper torso
10-11 Lower torso
12 Arms
13-18 Legs
If character is topheavy, roll 2d6+2 instead of 346.
6
Random Scenario Generation - If the GM really
‘wants to go through the effort of designing an adventure, by
all means..but for everyone else, the following applies, and
lets you get the game going a lot quicker.
Lawyers, Guns and Money - Macho women with
guns don’t need money, they just borrow what they need.
Go to the local weapons shop or military base, and ask if you
can borrow some hardware. Each character makes a roli on
their "Seduce Creature” skill. The amount the roll is made
by is the Enc total of equipment that they will let you walk
off with. If the GM is nice, they can assume they are friendly
and give modifiers to the roll. Or, the GM can be nasty and
do the opposite. A character getting 0 Enc of equipment
can have 16 items that have 0 Enc. Other players can trade
1 Ene for 146 0 Enc items as well.
Beastly Boys - Lay out the map. Use the one
included or make up your own. Define any terrain hazards,
like gratings, gunk, etc. Roll 1d6 for each character to see
the type of random critters that are assigned,
Roll Critter type
1 Cute and deadly
23 ‘Stupid and slow, but still deadly
45 ‘Mean and ugly
6 Just plain strange
‘The GM can choose 146 of the appropriate type at
random from the critter list, or roll a d6 and get the type
from the following tables.
Cute and deadly
Roll Result Roll Result
1-2. Killer rabbits 1-2 Drunken frat boys
3-4 Puppies of Tindalos 3-4 Congress subcommittee
‘Stupid and stow
5-6 Hellkittens 5-6 TV evangelists
Mean and ugly Just plain strange
Roll Result Roll Result
1-2 Aliens 12. Crow with a machine gun
3-4 J.Edgar Hoover 3-4 Bthulhu
5-6 Chawvinist swine 546. Isaac Azathoth
Get @ die for each critter in play, preferably the
same for each critter type. Grab the dice and toss them onto
the map. Take any misses and keep trying. Now, separate
them so that no more than one critter is in each hex.
Critters don't worry about facing. Place the characters on
the map at the predetermined entry point (forgot to mention
that, sorry). Clear all critters away from the characters, s0 all
of them are atleast two hexes from the nearest critter.